1 | /**************************************************************************/ |
2 | /* editor_script.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "editor_script.h" |
32 | |
33 | #include "editor/editor_interface.h" |
34 | #include "editor/editor_node.h" |
35 | #include "scene/main/node.h" |
36 | |
37 | void EditorScript::add_root_node(Node *p_node) { |
38 | if (!EditorNode::get_singleton()) { |
39 | EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method." )); |
40 | return; |
41 | } |
42 | |
43 | if (EditorNode::get_singleton()->get_edited_scene()) { |
44 | EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already." )); |
45 | return; |
46 | } |
47 | |
48 | //editor->set_edited_scene(p_node); |
49 | } |
50 | |
51 | Node *EditorScript::get_scene() const { |
52 | if (!EditorNode::get_singleton()) { |
53 | EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method." )); |
54 | return nullptr; |
55 | } |
56 | |
57 | return EditorNode::get_singleton()->get_edited_scene(); |
58 | } |
59 | |
60 | EditorInterface *EditorScript::get_editor_interface() const { |
61 | return EditorInterface::get_singleton(); |
62 | } |
63 | |
64 | void EditorScript::run() { |
65 | if (!GDVIRTUAL_CALL(_run)) { |
66 | EditorNode::add_io_error(TTR("Couldn't run editor script, did you forget to override the '_run' method?" )); |
67 | } |
68 | } |
69 | |
70 | void EditorScript::_bind_methods() { |
71 | ClassDB::bind_method(D_METHOD("add_root_node" , "node" ), &EditorScript::add_root_node); |
72 | ClassDB::bind_method(D_METHOD("get_scene" ), &EditorScript::get_scene); |
73 | ClassDB::bind_method(D_METHOD("get_editor_interface" ), &EditorScript::get_editor_interface); |
74 | |
75 | GDVIRTUAL_BIND(_run); |
76 | } |
77 | |